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Basic Manual for DaFit Fitness Tracker firmware update protocol, works for nearly any nRF52832 tracker from Company DaFit | |
The minimum size of update file is 0x10000(can be filled with garbage to get to size) and the maximum size is 0x2F000 | |
the update will first get stored onto the external flash at position 0x3D1000 by the stock firmware(not by the bootloader) | |
the size of the update will get stored at 0x3D0000 on external flash with 4 bytes uint32_t | |
when bootloader gets activated it will copy the update from external flash to 0x23000 of the nRF52 internal flash. | |
Connect to device, |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.IO.Compression; | |
using System.Text; | |
// File Format: | |
// https://github.com/aseprite/aseprite/blob/master/docs/ase-file-specs.md | |
// Note: I didn't test with with Indexed or Grayscale colors |
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/** | |
* Recursive shadowcasting algorithm. | |
* This algorithm creates a field of view centered around (x, y). | |
* Opaque tiles are treated as if they have beveled edges. | |
* Transparent tiles are visible only if their center is visible, so the | |
* algorithm is symmetric. | |
* @param cx - x coordinate of center | |
* @param cy - y coordinate of center | |
* @param transparent - function that takes (x, y) as arguments and returns the transparency of that tile | |
* @param reveal - callback function that reveals the tile at (x, y) |
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// NOTICE 2020-04-18 | |
// Please see the comments below about why this is not a great PRNG. | |
// Read summary by @bryc here: | |
// https://github.com/bryc/code/blob/master/jshash/PRNGs.md | |
// Have a look at js-arbit which uses Alea: | |
// https://github.com/blixt/js-arbit | |
/** |
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# A simple CMake script for building the application. | |
cmake_minimum_required(VERSION 2.8) | |
project(create-x509) | |
# Our only dependency is OpenSSL | |
find_package(OpenSSL REQUIRED) | |
include_directories(${OPENSSL_INCLUDE_DIR}) | |
add_executable(create-x509 create-x509.cpp) |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
struct Triangle { | |
public int p1; | |
public int p2; | |
public int p3; | |
public Triangle(int point1, int point2, int point3) { |
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#include <SDL2/SDL.h> | |
#define MUS_PATH "Roland-GR-1-Trumpet-C5.wav" | |
// prototype for our audio callback | |
// see the implementation for more information | |
void my_audio_callback(void *userdata, Uint8 *stream, int len); | |
// variable declarations | |
static Uint8 *audio_pos; // global pointer to the audio buffer to be played |